package brad.zimmerman.dungeon.game;

//This class holds all of the images and their corresponding strings so that
//the other classes can reference them
public class ClassDrawingHolder {
	ClassStringandPictureHolder iconArray;
	public int[] classImages = {
			R.drawable.class_heroacolyte,
			R.drawable.class_heroalien,
			R.drawable.class_heroarcheologist,
            R.drawable.class_heroassassin,
            R.drawable.class_herobeastmaster,
            R.drawable.class_heroberserker,
            R.drawable.class_heroblademaster,
            R.drawable.class_herobloodmage,
            R.drawable.class_heroboxer,
            R.drawable.class_herochef,
            R.drawable.class_herocrusader,
            R.drawable.class_herodragon,
            R.drawable.class_heroearl,
            R.drawable.class_heroeartist,
            R.drawable.class_herobase,
            R.drawable.class_heroforrester,
            R.drawable.class_herogambler,
            R.drawable.class_heroharpie,
            R.drawable.class_herojester,
            R.drawable.class_herojuggler,
            R.drawable.class_heroking,
            R.drawable.class_herolich,
            R.drawable.class_heromarauder,
            R.drawable.class_herominute,
            R.drawable.class_heromonk,
            R.drawable.class_heropaladin,
            R.drawable.class_heropeasant,
            R.drawable.class_heropriest,
            R.drawable.class_heroprincess,
            R.drawable.class_heroprogrammer,
            R.drawable.class_heroracer,
            R.drawable.class_herorobot,
            R.drawable.class_herorogue,
            R.drawable.class_heroscientist,
            R.drawable.class_heroshaman,
            R.drawable.class_herosorcerer,
            R.drawable.class_herosouleater,
            R.drawable.class_herosultan,
            R.drawable.class_heroswindler,
            R.drawable.class_herotempest,
            R.drawable.class_herothief,
            R.drawable.class_herotinker,
            R.drawable.class_herotransmuter,
            R.drawable.class_herotraveller,
            R.drawable.class_herovampire,
            R.drawable.class_herowarlord,
            R.drawable.class_herowerebear,
            R.drawable.class_herowizard
    };
    
	public int[] shopImages = {
			R.drawable.upgrade_shield,
			R.drawable.upgrade_armor,
			R.drawable.upgrade_helm,
			R.drawable.upgrade_boots,
			R.drawable.upgrade_gloves,
			R.drawable.upgrade_staff,
			R.drawable.upgrade_sword,
			R.drawable.upgrade_mace,
			R.drawable.upgrade_dice,
			R.drawable.upgrade_scope,
			R.drawable.upgrade_mining,
			R.drawable.upgrade_refining,
			R.drawable.upgrade_medicine,
			R.drawable.upgrade_barter,
			R.drawable.upgrade_cities,
			R.drawable.upgrade_religion,
			R.drawable.upgrade_ritual
	};
	
	public int[] creditImages = {
			
			R.drawable.class_herobrad,
			R.drawable.class_herosid,
			R.drawable.class_herotony
			//,R.drawable.class_herosteph

	};
	
	
	public int[] raceImages = {
			
			R.drawable.race_dwarf,
            R.drawable.race_gargoyle,
            R.drawable.race_elf,
            R.drawable.race_pixie,
            R.drawable.race_human,
            R.drawable.race_gremlin,
            R.drawable.race_imp,
            R.drawable.race_centaur,
            R.drawable.race_troll

};
	public int[] levelImages = {
			R.drawable.wall_temple,
            R.drawable.wall_forest,
            R.drawable.wall_desert,
            R.drawable.wall_dungeon,
            R.drawable.wall_industrial,
            R.drawable.wall_library,
            R.drawable.wall_marsh,
            R.drawable.wall_snakepit,
            R.drawable.wall_tutorial,
            R.drawable.wall_crypt,
            R.drawable.wall_palace,
            R.drawable.wall_gateway,
            R.drawable.wall_tower,
            R.drawable.wall_cloudcity,
            R.drawable.wall_inferno,
            R.drawable.wall_gauntlet
};
	
	public int[] floorImages = {
			R.drawable.dirt_temple,
			R.drawable.dirt_forest,
            R.drawable.dirt_desert,
            R.drawable.dirt_dungeon,
            R.drawable.dirt_industrial,
            R.drawable.dirt_library,
            R.drawable.dirt_marsh,
            R.drawable.dirt_snakepit,
            R.drawable.dirt_tutorial,
            R.drawable.dirt_crypt,
            R.drawable.dirt_palace,
            R.drawable.dirt_gateway,
            R.drawable.dirt_tower,
            R.drawable.dirt_cloudcity,
            R.drawable.dirt_inferno,
            R.drawable.dirt_gauntlet
};
	
	public int[] gameImages = {
            R.drawable.icon_attackboost,
            R.drawable.icon_gold,
            R.drawable.icon_healthpotion,
            R.drawable.icon_hpboost,
            R.drawable.icon_manapotion,
            R.drawable.icon_mpboost,
            R.drawable.icon_piety,
            R.drawable.icon_life
};
	
	public int[] modImages = {
            R.drawable.mod_mburn, //0
            R.drawable.mod_poison, //1
            R.drawable.mod_mr25, //2
            R.drawable.mod_mr50, //3
            R.drawable.mod_pr25, //4
            R.drawable.mod_pr50, //5
            R.drawable.mod_forgetfulness, //6
            R.drawable.mod_blind, //7
            R.drawable.mod_weakness, //8
            R.drawable.mod_epoison, //9
            R.drawable.mod_mattack, //10
            R.drawable.mod_undead, //11
            R.drawable.mod_exlife, //12
            R.drawable.mod_fstrike, //13
            R.drawable.mod_coward, //14
            R.drawable.mod_banish, //15
            R.drawable.mod_static //16
};
	
    
	public int[] enemyImages = {
			R.drawable.enemy_aniarmor,
			R.drawable.enemy_bandit,
			R.drawable.enemy_dragon,
			R.drawable.enemy_goat,
			R.drawable.enemy_goblin,
			R.drawable.enemy_golem,
            R.drawable.enemy_goo,
            R.drawable.enemy_gorgon,
            R.drawable.enemy_imp,
            R.drawable.enemy_meatman,
            R.drawable.enemy_naga,
            R.drawable.enemy_plant,
            R.drawable.enemy_serpent,
            R.drawable.enemy_vampire,
            R.drawable.enemy_warlock,
            R.drawable.enemy_wraith,
            R.drawable.enemy_zombie,
            R.drawable.enemy_grumpkin,
            R.drawable.enemy_sentinel,
            R.drawable.enemy_guard,
            R.drawable.enemy_hydra,
            R.drawable.enemy_keeper,
            R.drawable.enemy_turrent,
            R.drawable.enemy_darkmagi,
            R.drawable.enemy_overterror,
            R.drawable.enemy_swampfighter,
            R.drawable.enemy_demonfire,
            R.drawable.enemy_demonsoulless,
            R.drawable.enemy_demontorturer,
            R.drawable.enemy_demonoverlord,
            
    };
	
	public int[] glyphImages = {
			R.drawable.glyph_blood,
			R.drawable.glyph_converter,
			R.drawable.glyph_empty,
			R.drawable.glyph_endwall,
			R.drawable.glyph_fireball,
			R.drawable.glyph_firststrike,
            R.drawable.glyph_grumpkin,
            R.drawable.glyph_heal,
            R.drawable.glyph_killprotect,
            R.drawable.glyph_might,
            R.drawable.glyph_petrify,
            R.drawable.glyph_poison,
            R.drawable.glyph_reveal,
            R.drawable.glyph_summon,
            R.drawable.glyph_telemonster,
            R.drawable.glyph_teleself,
            R.drawable.glyph_totem,
            R.drawable.glyph_klondike,
            R.drawable.glyph_nexus,
            R.drawable.glyph_affinity
            
    };
	
	public int[] godImages = {
			R.drawable.god_grog,
			R.drawable.god_vark,
			R.drawable.god_charn,
			R.drawable.god_phebos,
			R.drawable.god_wix,
			R.drawable.god_angor,
			R.drawable.god_mant,
			R.drawable.god_shuth,
			R.drawable.god_quarzi,
			R.drawable.god_dun,
			R.drawable.god_jesper,
			R.drawable.god_tyn,
			R.drawable.god_nergal,
			R.drawable.god_xysa,
			R.drawable.god_yin
    };
	
	public String[] creditJobs = {
		
		"Creator: Brad Zimmerman",
		"Music: Sid Muralidhar",
		"Producer: Tony Carpenter"
		//,"Graphics: Stephanie Zimmerman"

	};
	public String[] creditBio = {
			
			"Words just can't describe him",
			"Not afraid to show his internet history",
			"West Philly born and raised"
			//,"Likes reading and rainbows"

	};

	public String[] modStrings = {
            "Mana Burn",
            "Poison",
            "+25% Magic Resistance",
            "+50% Magic Resistance",
            "+25% Physical Resistance",
            "+50% Physical Resistance",
            "Amnesia",
            "Blind",
            "Weakness",
            "Poisoned Enemy",
            "Magic Attack",
            "Undead",
            "Extra Life",
            "First Strike",
            "Coward",
            "Banish",
            "Static"
};
	public String[] modDescriptions = {
            "Prevents the player from regenerating mana when shroud is uncovered. Contracted when attacked by enemy. Cured with a mana potion or a level up.",
            "Prevents the player from regenerating health when shroud is uncovered. Contracted when attacked by enemy. Cured with a health potion or a level up.",
            "Grants +25% magic resistance to enemies, making spells less effective.",
            "Grants +50% magic resistance to enemies, making spells less effective.",
            "Grants +25% physical resistance to enemies, making attacks less effective.",
            "Grants +50% physical resistance to enemies, making attacks less effective.",
            "Reduces the effectiveness of player's spells by 25%. Contracted when attacked by enemy. Cured with a mana potion or a level up.",
            "Increases the chances of the player's attack missing it's mark by 10%. Contracted when attacked by enemy. Cured with a health potion or a level up.",
            "Reduces the player's attack by 25%. Contracted when attacked by enemy. Cured with a health potion or a level up.",
            "Appears when the player poisons an enemy. Prevents an enemy from regenerating health until it is attacked again.",
            "Signifies that the enemies attacks will be lessened by magic resistance instead of physical resistance. If not present, enemy has a physical attack.",
            "Signifies that the enemy is open to attack bonuses and curses pertaining to the undead. If not present, the enemy is alive.",
            "Signifies that the player has an extra life ready to be used.",
            "Signifies that the player/enemy has a first strike on the next attack.",
            "Signifies that the enemy will flee to a random part of the dungeon whenever it is attacked.",
            "Signifies that the enemy will banish the player to a random unoccupied location whenever it is attacked.",
            "Prevents the player from seeing enemy levels or attack predictions. Contracted when attacked by enemy. Cured with mana potion or level up."
};
	
	public String[] iconDescription = {
            "+1 Attack",
            "Gold",
            "+1 Health Potion",
            "+5 Health",
            "+1 Mana Potion",
            "+5 Mana",
            "",
            "+1 Live"
};
	
	public String[] glyphStrings = {
			"Blood", //Blood
			"Converter", //Converter
			"Empty", 
			"EndWall", //End Wall
			"Fireball", //Fireball
			"FirstStrike", //First Strike
            "Grumpkin", //Grumpkin
            "Heal", //Heal
            "KillProtect", //KillProtect
            "Might", //Might
            "Petrify", //Petrify
            "Poison", //Poison
            "Reveal", //Reveal
            "Summon", //Summon
            "Teleport", //Teleport
            "ManaSpark", //Manaspark
            "Totem", //Totem
            "Klondike", //Klondike
            "Nexus", //Nexus
            "Affinity" //Affinity
            
    };
	
	public String[] glyphDescriptions = {
			"Health regeneration is added to mana instead of health.",
			"Converts 5 gold into 5 health per level. Cures all status effects.",
			"Empty String.",
			"Destroys section of wall.",
			"Hits monster with fireball causing 4 damage per hero level.",
			"First strike next attack.",
            "Turns selected blood pool into a grumpkin.",
            "Restores 3 points of health per level and cures poison, blind and weakness.",
            "Protects hero from next killing blow.",
            "+30% damage next attack.",
            "Turns level 1-8 enemy into a wall.",
            "Inflicts poison on a monster, preventing health regeneration.",
            "Reveals 3 unexplored tiles.",
            "Summons a monster whose level is the same as your hero's level.",
            "Teleports monster to random empty tile.",
            "Drains 1/2 mana. Does damage to monster equal to twice drained mana.",
            "Turns selected blood pool into an impassable totem. +5% attack for each totem.",
            "Does damage equal to 1/4 your current gold reserves.",
            "Does 1.5 damage per monster remaining in dungeon.",
            "Turns a blood pool into a random item, shop, or nothing."
            
    };
	
	public String[] glyphStrategies = {
			"Very convenient for magic users or characters with low attack. It can be used permanently by trashing the spell once it has been turned on.",
			"A great alternative to the health spell for classes that mine gold quickly. Also more effective in the fact that it cures everything instead of" +
			" just non-magic problems, making it ideal for magic users.",
			"Empty String.",
			"Use to get around enemies that may be too tough to fight until your character is a higher level.",
			"A great alternative attack spell for characters without alot of mana or spells.",
			"Useful in situations where the player has enough attack to kill the enemy, but not enough health to stay alive. Also useful to avoid contracting " +
			"diseases when an enemy is attacked.",
            "Along with the Totem enchantment, probably one of the most useful spells in the game. Use along with characters that gain bonuses from discovered enemies, " +
            "or kill the grumpkins to gain enough experience to make it to the next level.",
            "Use to quickly cure the poison, blind, and weakness ailments. Useful when trying to conserve shroud or stay alive at the end of the level.",
            "Use as a safeguard for mistakes, or a desperate move when you are about to die. Can also give you a boost of confidence when used with an evasion class.",
            "A small bonus to your attack granted by only three spell points. It can build up quickly when used against a tougher enemy, or temporarily cancel out " +
            "the effects of the weakness ailment.",
            "Useful only when used against enemies of a lower level as it doesn't grant any experience bonuses. Useless against bosses.",
            "Use when your character runs out of health before killing an enemy, to give you more time to recharge before continuing the fight. The only way a " +
            "monster can be cured of poison is for it to be attacked by the player.",
            "Gives you three tiles worth of shroud for regen, while showing you an unexplored portion of the map. Is useful in the hands of the sorcerer, or with a " +
            "shroud regen upgrade from a shop.",
            "Use when your path is blocked completely by more powerful monsters. Trash at later levels once the Teleport or End Wall spells have been found.",
            "Cheaper than End Wall, but be careful when used in conjunction with the Petrify or Totem spells as it may make enemies impossible to attack.",
            "Depending on it's use, this spell can be the most or least useful spell in a hero's arsenal. Very effective against enemies with more than one life.",
            "Make sure to only use on blood pools in areas with dead ends to avoid blocking yourself in or making a boss unreachable.",
            "At 160 gold, this spell is more effective than the Fireball spell at level 10.",
            "Insanely powerful early on in the game. Try to find it and destroy a high level monster for the bonus XP. Pairs well with grumpkin enchantment.",
            "A completely unpredictable spell with a high casting cost. The shops that this spell summons are the most powerful in the game. Can easily turn an unbeatable " +
            "level into a cakewalk if you can catch HP/MP boosts and shops often."
    };
	
	public String[] enemyStrings = {
            "Re-Animate" /*0*/,
            "Bandit" /*1*/,
            "Dragon" /*2*/,
            "Goat" /*3*/,
            "Goblin" /*4*/,
            "Golem" /*5*/,
            "Sludge" /*6*/,
            "Gorgon" /*7*/,
            "Imp" /*8*/,
            "Ice Cube" /*9*/,
            "Naga" /*10*/,
            "Goo Gi" /*11*/,
            "Serpent" /*12*/,
            "Vile" /*13*/,
            "Warlock" /*14*/,
            "Wraith" /*15*/,
            "Undead" /*16*/,
            "Grumpkin" /*17*/,
            "Sentinel",
            "Blue Guard",
            "Hydra",
            "Keeper",
            "Turrent",
            "Dark Magi",
            "Terror",
            "Swimpist",
            "Fire Demon",
            "Doom Wisp",
            "Tortured",
            "Overlord",
            
    };
	
	
	
	public String[] enemyBossStrings = {
            "Terminator XK7" /*0*/,
            "Robin The Hood" /*1*/,
            "Ol' Burny" /*2*/,
            "Double Kick McGruff" /*3*/,
            "King Frob" /*4*/,
            "The Protector" /*5*/,
            "Mega-Slime" /*6*/,
            "Bad Hair Day" /*7*/,
            "Clifford" /*8*/,
            "Nice Cube" /*9*/,
            "Crusty Crabs" /*10*/,
            "Poison Oak" /*11*/,
            "Cobra-Cobra" /*12*/,
            "Sawtooth" /*13*/,
            "Craig Copperfield" /*14*/,
            "Dread Wraith" /*15*/,
            "Undead Mel" /*16*/,
            "Master Grumpkin" /*17*/,
            "Tank Sentinel",
            "High Guard",
            "Chais Hydra",
            "Soul Keeper",
            "Admin Turrent",
            "Dark Disciple",
            "Nightmare",
            "Grand Protector",
            "Fire God",
            "Vortex Prime",
            "Endless Night",
            "Grand Overlord",
    };
	
	//Health,Attack,Lives
	public int[][] enemyBaseStats = {
			//Health, Attack, Lives
			{1,11,1},//"AniArmor" /*0*/
			{9,11,1},//"Bandit" /*1*/
			{17,11,1},//"Dragon" /*2*/
			{9,8,1},//"Goat" /*3*/
			{8,12,1},//"Goblin" /*4*/
			{18,4,1},//"Golem" /*5*/
			{20,4,1},//"Goo" /*6*/
			{8,7,1},//"Gorgon" /*7*/
			{7,11,1},//"Imp" /*8*/
			{35,3,1},//"MeatMan" /*9*/
			{11,10,1},//"Naga" /*10*/
			{16,4,1},//"Plant" /*11*/
			{10,9,1},//"Serpent" /*12*/
			{7,12,1},//"Vampire" /*13*/
			{7,13,1},//"Warlock" /*14*/
			{6,13,1},//"Wraith" /*15*/
			{17,2,1},//"Zombie" /*16*/
			{1,1,1},//"Grumpkin" /*17*/
			{12,4,1},//sentinel,/*18*/
			{13,6,1},//guard,/*19*/
			{7,8,3},//hydra,/*20*/
			{2,16,2},//keeper,/*21*/
			{4,13,2},//turrent,/*22*/
			{3,15,5},//darkmagi,/*23*/
			{3,3,5},//overterror,/*24*/
			{12,12,1},//swampfighter/*25*/
			{4,16,2},//demonfire,/*26*/
			{11,10,2},//demonsoulless,/*27*/
			{20,4,1},//demontorturer,/*28*/
			{12,12,3},//demonoverlord,/*29*/
            
    };
	
	public boolean[][] enemyAbilityStats = {
			//mburn, poison, MRnorm, MRplus, PRnorm, PRplus, forget, blind, weakness, magicalAttack, undead	coward	banish	fStrike	static
			{false, false, 	false, 	false, 	false, 	false, 	false, 	false, 	true, 	true,			true,	false,	false, 	false,	false},//"AniArmor" /*0*/
			{false, false, 	false, 	false, 	false, 	false, 	false, 	true, 	false, 	false,			false,	false,	false, 	false,	false},//"Bandit" /*1*/
			{false, false, 	true, 	false, 	true, 	false, 	false, 	false, 	false, 	true,			false,	false,	false, 	false,	false},//"Dragon" /*2*/
			{false, false, 	false, 	false, 	false, 	true, 	false, 	false, 	false, 	false,			false,	false,	false, 	false,	false},//"Goat" /*3*/
			{false, false, 	true, 	false, 	false, 	false, 	false, 	false, 	false, 	false,			false,	false,	false, 	true,	false},//"Goblin" /*4*/
			{false, false, 	false, 	true, 	false, 	false, 	true, 	false, 	false, 	true,			true,	false,	false, 	false,	false},//"Golem" /*5*/
			{false, false, 	false, 	false, 	false, 	true, 	false, 	false, 	false, 	false,			false,	false,	false, 	false,	false},//"Goo" /*6*/
			{true, 	false, 	false, 	false, 	false, 	false, 	false, 	false, 	false, 	true,			false,	false,	false, 	false,	false},//"Gorgon" /*7*/
			{false, false, 	false, 	false, 	false, 	false, 	false, 	false, 	false, 	false,			false,	true,	false, 	false,	false},//"Imp" /*8*/
			{false, false, 	false, 	false, 	false, 	true, 	false, 	false, 	false, 	false,			false,	false,	false, 	false,	false},//"MeatMan" /*9*/
			{false, false, 	false, 	false, 	true, 	true, 	false, 	false, 	false, 	true,			false,	false,	false, 	false,	false},//"Naga" /*10*/
			{false, true, 	false, 	false, 	false, 	false, 	false, 	false, 	false, 	false,			false,	false,	false, 	false,	false},//"Plant" /*11*/
			{false, true, 	false, 	false, 	true, 	false, 	false, 	false, 	false, 	false,			false,	false,	false, 	false,	false},//"Serpent" /*12*/
			{false, false, 	false, 	false, 	true, 	false, 	false, 	true, 	false, 	true,			true,	false,	false, 	false,	false},//"Vampire" /*13*/
			{false, false, 	false, 	true, 	false, 	false, 	true, 	false, 	false, 	true,			false,	false,	false, 	false,	false},//"Warlock" /*14*/
			{false, false, 	false, 	true, 	false, 	false, 	false, 	false, 	false, 	true,			true,	false,	false, 	false,	false},//"Wraith" /*15*/
			{false, false, 	false, 	false, 	false, 	true, 	false, 	false, 	true, 	false,			true,	false,	false, 	false,	false},//"Zombie" /*16*/
			{false, true, 	false, 	false, 	false, 	false, 	false, 	false, 	false, 	false,			true,	false,	false, 	false,	false},//"Grumpkin" /*17*/
			{false, false, 	true, 	false, 	true, 	false, 	false, 	false, 	false, 	false,			true,	false,	false, 	false,	true},//"Sentinel" /*18*/
			{true, 	true, 	false, 	false, 	false, 	false, 	false, 	false, 	false, 	false,			false,	false,	false, 	false,	false},//"Guard" /*19*/
			{false, false, 	false, 	false, 	false, 	false, 	false, 	false, 	false, 	true,			false,	false,	false, 	true,	false},//"Hydra" /*20*/
			{false, false, 	false, 	false, 	false, 	false, 	false, 	false, 	true, 	false,			true,	true,	false, 	false,	false},//"Keeper" /*21*/
			{false, false, 	false, 	true, 	true, 	false, 	false, 	false, 	false, 	false,			true,	false,	false, 	false,	false},//"Turrent" /*22*/
			//{false, false, 	false, 	false, 	false, 	false, 	false, 	false, 	false, 	true,			false,	false,	true, 	false,	false},//"Dark Magi" /*23*/
			{false, false, 	false, 	false, 	false, 	false, 	false, 	false, 	false, 	true,			false,	false,	false, 	false,	false},//"Dark Magi" /*23*/
			{false, false, 	false, 	false, 	false, 	false, 	false, 	true, 	false, 	false,			true,	false,	false, 	false,	false},//"Over-Terror" /*24*/
			{false, false, 	true, 	false, 	true, 	false, 	false, 	false, 	false, 	false,			false,	false,	false, 	true,	false},//"Swamp Fighter" /*25*/
			{false, false, 	false, 	true, 	false, 	false, 	false, 	false, 	false, 	true,			false,	false,	false, 	false,	false},//R.drawable.enemy_demonfire,/*26*/
			{false, false, 	false, 	true, 	false, 	true, 	false, 	false, 	false, 	false,			true,	true,	false, 	false,	false},//R.drawable.enemy_demonsoulless,/*27*/
			{false, false, 	true, 	false, 	false, 	false, 	false, 	false, 	true, 	false,			false,	false,	false, 	false,	false},//R.drawable.enemy_demontorturer,/*28*/
			//{false, false, 	true, 	false, 	true, 	false, 	false, 	false, 	false, 	true,			false,	false,	true, 	false,	false}//R.drawable.enemy_demonoverlord,/*29*/
			{false, false, 	true, 	false, 	true, 	false, 	false, 	false, 	false, 	true,			false,	false,	false, 	false,	false}//R.drawable.enemy_demonoverlord,/*29*/
    };
	
	public int[][] levelMonsters = {
			{3,4,6,9},//"Tutorial Level",
			{3,4,6,9},//"Forest",1
			//{23,23,23,23},
			{1,4,11,12},//"Desert",2
			{6,13,15,16},//"Dungeon",3
			{0,1,7,22},//"Factory",4
			{2,8,10,14},//"Library",5
			{13,9,16,21},//"Marsh",6
			{5,14,0,15},//"Snakepit",7
			{22,6,24,2},//"Temple",8
			{3,11,19,20},//"Crypt",9
			{5,8,21,23},//"Palace"10
			//{5,8,21,17},//"Palace"10
			{7,15,18,19},//"Gateway"11
			{10,12,13,25},//"Tower"12
			{16,20,23,25},//"Cloud City"13
			//{16,20,22,25},//"Cloud City"13
			{26,27,28,29},//Inferno 14
			{0,1,2,3}//Gauntlet. There has to be numbers here to make a class, but they mean nothing
			
            
    };
	
	public int[] levelDifficulty = {
			6,
			7,
			8,
			9,
			10,
			11,
			12,
			13,
			14,
			15,
			16,
			17,
			18,
			19,
			20,
			21
	};
	
	public String[] classStrings = {
			"Acolyte",
			"Alien",
			"Archeologist",
			"Assassin",
			"Beastmaster",
			"Berserker",
			"Blademaster",
            "Bloodmage",
            "Boxer",
            "Chef",
            "Crusader",
            "Dragon Hunter",
            "Earl",
            "Escape Artist",
            "Fighter",
            "Forrester",
            "Gambler",
            "Harpie",
            "Jester",
            "Juggler",
            "King",
            "Lich",
            "Marauder",
            "MinuteMan",
            "Monk",
            "Paladin",
            "Peasant",
            "Priest",
            "Princess",
            "Prog Master",
            "Racer",
            "Robot",
            "Rogue",
            "Scientist",
            "Shaman",
            "Sorcerer",
            "Soul Eater",
            "Sultan",
            "Swindler",
            "Tempest",
            "Thief",
            "Tinker",
            "Transmuter",
            "Traveller",
            "Vampire",
            "Warmonger",
            "Werebear",
            "Wizard"
            
    };
	
	public String[] itemPrefixes = {
			"Iron",
			"Brass",
			"Steel",
			"Onyx",
			"Silver",
			"Gold",
			"Platinum",
			"Titanium",
			"Plasma",
			"Cosmic",
			"Godly"
	};
	
	public String[] itemSuffixes = {
			"Shield",//Immune to blind/weakness/manaburn/forget/poison
			"Armor", //Physical Resistance
			"Helm",  //Magic Resistance 
			"Boots", //Dodge
			"Gloves",//ShroudRegen
			"Staff",//Increases magical attack
			"Sword",//Increases physical attack
			"Mace", //Small chance to hit twice
			"Dice", //Gives attack range
			"Scope" //Increases Sight
	};
	
	public String[] techPrefixes = {
			"Prehistoric",
			"Stone",
			"Copper",
			"Bronze",
			"Classic",
			"Baroque",
			"Progressive",
			"Modern",
			"New Age",
			"Futuristic",
			"Pinnacle",
			
	};
	
	public String[] techSuffixes = {
			"Mining",   //More gold piles
			"Refining", //More gold from gold piles
			"Medicine", //Potions are more effective
			"Barter", //Cheaper rates at shops
			"Cities", //More shops/altars
			"Religion", //Access to more gods
			"Ritual", //Gives small starting boost to Mana/Health at the start of the level
			//"Knowledge" //More Rituals
	};
	
	public String[] techItemDescriptions = {
			"Immune to blind/weakness/manaburn/forget/poison",
			"Physical Resistance Increase",
			"Magic Resistance",
			"Dodge Increase",
			"ShroudRegen Increase",
			"Magical Attack Increase",
			"Physical Attack Increase",
			"Double Hit Increase",
			"Attack Range Increase",
			"Player Sight Increase",
			"Gold Piles Increase",
			"Gold Value Increase",
			"Potions Effectiveness Increase",
			"Shop Discount Increase",
			"Shop/Altar Frequency Increase",
			"Available Gods Increase",
			"Starting HP/MP Increase"
	};
	
	public String[] godNames ={
		"Grog the Unholy",
		"Vark the Destroyer",
		"Charn the Goddess",
		"Phebos the Lover",
		"Wix the Leech",
		"Angor the Eternal",
		"Mant the King",
		"Shuth the Warrior",
		"Quarzi the Chemist",
		"Dun the Rock",
		"Jesper the Poet",
		"Tyn the Cheat",
		"Nergal the Mage",
		"Xysa the Witch",
		"Yin the Thug"
	};

	public String[][] ritualDescriptions ={
			//Joining bonus, joining curse, ritual1, ritual2, ritual3
			{"+20% Atk vs. Living","-10% Atk vs. Undead","+45% Atk vs. Living","+85% Atk vs. Living","+160% Atk vs. Living"},
			{"10% HP Per Kill","","40% More HP Per Kill","+2 Max HP Per Kill","+5 Max HP Per Kill"},
			{"+1 Max HP For Wall Creation","","+2 More Max HP For Wall Creation","+3 More Max HP For Wall Creation","+5 More Max HP For Wall Creation"},
			{"+20% Magic Atk","+10% Enemy Atk","+15 Max MP","+40% DbleHit/Dodge With Status Benefit","Permanent First Strike"},
			{"+5% HP Blood Pools & First Strike","HP Reduced to 1","+10% Dbl Hit","+15% Life Steal & +5 Atk","+50% HP Blood Pools & +10 Atk"},
			{"+1 Max HP Every Death","Drains 50% Mana Every Kill","+3 Max HP Every Death","+5 Max HP Every Death","+5 HP For Each Discovered Enemy"},
			{"+20% Atk vs. Undead","-10% Atk vs. Living","+45% Atk vs. Undead","+85% Atk vs. Undead","+160% Atk vs. Undead"},
			{"+50% Atk","Max MP Reduced To 1","+75% Atk","+150% Atk","+300% Atk"},
			{"+10% Potion Effectiveness","","+5 Max MP","+25 Max HP","Potions 100% Effective"},
			{"+2.5% m/p Resistance","","+5% m/p Resistance","+10% m/p Resistance","+15% m/p Resistance"},
			{"+1 HP/MP Shroud Recovery","Status Benefit Spells Also Poison","+2 HP/MP recovery. +5% cure ailment","+3 HP/MP recovery. +15% cure ailment","+5 HP/MP recovery. +30% cure ailment"},
			{"+50% Spell Destruction Bonus","-25% Mag Atk","+75% Spell Destroy Bonus","+125% Spell Destroy Bonus","+250% Spell Destroy Bonus"},
			{"MP Restored","No Spell Bonus","+5 Max MP. +5% MagAtk","+20 Max MP. +20% MagAtk","+35 Max MP. +35% MagAtk"},
			{"+10% Physical Resist","-5% Magic Resist","+15% Physical Resist","Weakness/Poison Immune","Atk hits all nearby enemies"},
			{"+10% Magic Resist","-5% Physical Resist","+15% Magic Resist","Banish/Static Immune","Permanent First Strike"}
		};
	
	public String[] godDescriptions ={
			"Grog rewards the slaughter of the living, but looks down on the killing of the undead.",
			"Vark rewards the destruction of enemies, but looks down on dodging their attacks.",
			"Charn rewards the creation of walls, but looks down on their destruction.",
			"Phebos rewards the use of magic, but looks down on being hit.",
			"Wix rewards attacking and using blood pools, but looks down on using potions.",
			"Angor rewards being killed, but looks down on killing.",
			"Mant rewards killing the undead, but looks down on the slaughter of the living.",
			"Shuth rewards attacking enemies with force, but looks down on the practice of magic.",
			"Quarzi rewards the drinking of potions, but looks down on hitting twice.",
			"Dun rewards taking damage, but looks down on being killed.",
			"Jesper rewards ailments, but looks down on bonuses.",
			"Tyn rewards the destruction of spells, but looks down on using magic.",
			"Nergal rewards using magic, but looks down on spell destruction.",
			"Xysa rewards killing physical attacking enemies, but looks down on killing magic users.",
			"Yin rewards killing magic users, but looks down on killing physical atacking enemies."
		};
	
	public int[][] ritualLevels ={
			//ritual1, ritual2, ritual3 levels
			{2,5,8},
			{6,8,10},
			{5,7,9},
			{5,7,9},
			{3,6,9},
			{4,6,10},
			{2,5,8},
			{6,8,10},
			{1,5,7},
			{4,7,10},
			{3,5,7},
			{2,4,6},
			{3,6,10},
			{4,6,8},
			{4,7,10}
		};

	
	public String[] tutorialMessageTitles = {
			"Enemy In View!",
			"Enemy Defeated!",
			"Treasure!",
			"Found A Store",
			"Higher Level Enemies",
			"Level Up",
			"Attack Upgrade",
			"Attack",
			"Pick Up Spell",
			"Spells",
			"Spell Capacity",
			"Trashing Spells",
			"Player Info",
			"Zoomin' In",
			"Health Upgrade",
			"Mana Upgrade",
			"Enemy Levels",
			"Mana Potions",
			"Health Potions",
			"Shroud",
			"Healing",
			"Attack Spells",
			"Altars",
			"Worshipping",
			"Piety",
			"Gods",
			"Necessity",
			"Cash In",
			"Difficulty"
	};
	
	public String[] tutorialMessages = {
			"You have spotted an enemy! Tap the enemy twice to attack it.",
			"Every time you defeat an enemy your experience increases. Look at the green bar by your character to see how much experience you need to reach the next level.",
			"Gold can be used to augment spells or buy upgrades from shops in the dungeon. Your gold disappears after the dungeon is completed, so don't be afraid to spend it.",
			"You found a store. Use the gold that you collected to increase your maximum health.",
			"Defeating higher level enemies gives your character an experience bonus. Defeat the enemy in front of you to level up.",
			"When you level up: \nA) You are cured of all negative status affects on your character. \nB) Your health and mana are restored \nC) Your health, mana, and attack increase by a small amount. ",
			"You found an attack upgrade. This will increase your character's attack by one.",
			"Your attack is right underneath your character's picture. The number will change red when you attack the next enemy because it resists physical harm.",
			"Round icons on the ground signify spells. Walk onto one to pick it up.",
			"Spells are stored on the bottom right side of the screen. This spell will increase your attack. Click a spell once to read its description and twice to use it.",
			"You can have up to four spells on you at a time. To delete a spell click the trash icon once the spell is selected.",
			"Trashing a spell will grant you bonuses based on your race.",
			"Click on your hero's picture to view your character's class, race, and god.",
			"Tap two fingers to zoom in and out of the game.",
			"Health upgrades increase your maximum health for the remainder of the dungeon.",
			"Mana upgrades increase your maximum mana for the remainder of the dungeon.",
			"Not all enemies will be found in order of difficulty. This enemy is too hard for you now. Save him for later.",
			"Picking up potions adds to your character's available potions. Mana potions can be clicked on the dashboard to quickly recover mana. ",
			"Health potions can be clicked on the dashboard to quickly recover health. ",
			"Both you and your enemies recover health and mana when unexplored sections of the map are uncovered. Use potions or poison to prevent the enemy from recovering.",
			"Remember to use your heal spells and health potions when your character is low on health.",
			"Some spells can be used to directly attack enemies. To use them, click on the enemy, then double click on your spell.",
			"Altars may be found in some dungeons. Move your character onto the altar in front of you to worship dun the rock.",
			"Characters can gain both blessings and curses from worshipping a god. Collect piety from the god by doing things that the god likes. You lose piety whenever you do things that the god does not like.",
			"Collect piety to perform rituals at an altar. The more piety you have collected, the more powerful the blessing granted to you.",
			"There is usually multiple altars on a level. Remember that you can only worship one god per dungeon, so choose wisely.",
			"Sometimes you need to trash a spell to make room for more powerful enchantments.",
			"Remember to cash in on your piety. It may be helpful when trying to defeat the dungeon's boss.",
			"Enemies are numbered and colored according to their levels of difficulty. Green < Yellow < Red."
};
	
public int[][] tutorialMessageMap = {
	  // 0.1.2.3.4.5.6.7.8.9.10111213141516171819*/
		{0,0,1,0,3,4,5,0,7,8,0,0,0,0,0,0,0,0,0,0}, //0
		{0,0,1,2,3,4,5,6,7,8,0,0,0,0,0,0,0,0,0,0}, //1
		{0,0,1,0,3,4,5,0,7,8,0,0,27,0,0,0,0,0,0,0}, //2
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,28,0,0,0}, //3
		{0,0,15,0,14,13,12,11,0,9,9,0,0,0,0,0,0,0,0,0}, //4
		{0,0,15,0,14,13,12,11,0,10,0,0,0,0,0,0,0,0,0,0}, //5
		{0,0,15,0,14,13,12,11,0,10,0,0,0,0,0,0,0,0,0,0}, //6
		{0,29,0 ,0 ,0,0,0,0 ,0,0,0,0,0,0,23,24,25,26,0,0}, //7
		{0,0,0 ,0 ,0,0,0,0 ,0,0,0,0,0,0,23,0,25,26,0,0}, //8
		{0,0,0 ,0 ,0,0,0,0 ,0,0,0,0,0,0,0,0,0,0,0,0}, //9
		{0,0,0 ,16,0,0,0,0 ,0,0,0,0,0,0,0,0,22,0,0,0}, //10
		{0,0,0 ,16,0,0,0,0 ,0,0,0,0,0,0,0,0,22,0,0,0}, //11
		{0,0,0 ,0 ,0,0,0,0 ,0,0,0,0,0,0,0,0,22,0,0,0}, //12
		{0,0,19,18,0,0,17,17,0,0,0,0,0,0,0,0,0,0,0,0}, //13
		{0,0,19,18,0,0,0,17,0,0,0,0,0,0,0,0,0,0,0,0}, //14
		{0,0,19,18,0,0,0,0 ,0,0,0,0,0,0,0,0,0,0,0,0}, //15
		{0,0,0 ,0 ,0,0,0,0 ,0,0,0,0,0,0,0,0,0,0,0,0}, //16
		{0,0,20,0 ,0,0,0,21,0,0,0,0,0,0,0,0,0,0,0,0}, //17
		{0,0,20,0 ,0,0,0,21,0,0,0,0,0,0,0,0,0,0,0,0}, //18
		{0,0,20,0 ,0,0,0,21,0,0,0,0,0,0,0,0,0,0,0,0}  //19
	  // 0.1.2.3.4.5.6.7.8.9.10111213141516171819*/
		
/*
				{0,0,0,1,%,%,%,1,0,0,0,1,x,0,0,0,0,0,x,0}, //0
				{0,P,0,x,%,S,%,x,0,%,0,1,0,1,1,1,1,1,0,0}, //1
				{0,0,0,1,%,%,%,1,0,0,0,1,0,1,0,0,0,1,0,0}, //2
				{1,1,1,1,1,1,1,1,1,x,1,1,G,1,x,1,0,1,S,0}, //3
				{0,0,0,x,0,0,0,0,1,0,0,1,0,1,1,1,0,1,0,0}, //4
				{0,%,0,x,0,0,G,0,x,G,0,1,x,0,0,0,x,1,0,0}, //5
				{0,0,0,x,0,0,0,0,1,0,%,1,1,1,1,1,1,1,x,1}, //6
				{1,x,1,1,1,1,1,1,1,1,1,1,S,0,0,A,0,0,0,0}, //7
				{0,G,1,0,0,0,0,x,1,0,0,0,0,0,0,0,0,0,0,0}, //8
				{0,0,1,0,%,0,1,0,1,x,1,1,1,1,1,1,1,1,1,1}, //9
				{0,1,1,0,%,0,1,0,1,0,0,%,0,x,0,%,0,0,0,0}, //10
				{0,0,x,0,0,0,1,0,1,0,0,%,0,x,0,%,0,0,0,0}, //11
				{1,1,1,1,1,1,1,x,1,1,1,1,1,1,1,0,G,1,1,x}, //12
				{0,0,0,0,x,0,0,0,1,%,0,0,0,0,1,1,1,1,0,0}, //13
				{0,%,%,0,x,0,0,0,1,%,%,%,0,0,x,0,0,1,S,0}, //14
				{0,0,0,0,x,0,0,0,1,%,0,0,0,0,1,0,0,1,0,0}, //15
				{1,1,1,x,1,1,1,1,1,1,1,1,x,1,1,0,0,1,0,0}, //16
				{%,0,0,0,1,0,x,S,1,0,0,x,0,0,1,0,0,x,0,0}, //17
				{%,0,0,0,x,0,x,0,x,0,0,x,0,%,1,0,0,1,0,0}, //18
				{%,0,0,0,1,0,x,0,1,0,0,x,0,%,1,0,0,1,0,S}  //19
              // 0.1.2.3.4.5.6.7.8.9.10111213141516171819*/

};
	
	
public int[] unlockLevels = {
			
		3,//"Acolyte",
		8,//"Alien",
		5,//"Archeologist",
		4,//"Assassin",
		9,//"Beastmaster",
		1,//"Berserker",
		12,//"Blademaster",
        2,//"Bloodmage",
        11,//"Boxer",
        5,//"Chef",
        2,//"Crusader",
        7,//"Dragon",
        1,//"Earl",
        13,//"Escape Artist",
        -1,//"Fighter",
        14,//"Forrester",
        3,//"Gambler",
        8,//"Gorgon",
        9,//"Jester",
        14,//"Juggler",
        10,//"King",
        13,//"Lich",
        13,//"Marauder",
        13,//"MinuteMan",
        4,//"Monk",
        4,//"Paladin",
        10,//"Peasant",
        11,//"Priest",
        15,//"Princess"
        13,//"Prog Master",
        7,//"Racer",
        13,//"Robot",
        0,//"Rogue",
        13,//"Scientist",
        12,//"Shaman",
        1,//"Sorcerer",
        14,//"Soul Eater",
        16,//"Sultan"
        8,//"Swindler",
        10,//"Tempest",
        2,//"Thief",
        6,//"Tinker",
        12,//"Transmuter",
        16,//Traveller
        6,//"Vampire",
        3,//"Warlord",
        5,//"Werebear",
        0//"Wizard"
            
    };
	
	
	public String[] classDescriptions = {
			
			"-25% physical resistance. +25% magical resistance. Double piety gained and lost from actions. Can see all altar locations.",
			"Starts with Teleport spell. Teleport costs 6 mana. Any enemies that are teleported are poisoned as well. Both potions restore mana 100%.",
			"Begins with EndWall spell. Collecting 5 blood pools gives extra life. +1 gold when EndWall is used.",
            "Begins with Poison spell. 2% chance to cure ailments from uncovering shroud. 1 hit KO with all monsters of lower lvl.", 
            "Begins with the Grumpkin enchantment. All grumpkins summoned are level 2. Immune to Poison.",
            "+25% damage vs. higher level monsters. -50% magic damage taken. +50% attack. 1 less spell on the map. +2 mp cost for all spells.", 
            "25% of attack to all nearby enemies when blademaster attacks. Attack items give +5 attack. Immune to weakness. Cannot be banished.",
            "Begins with Blood spell. Mana potions give 100% refill. Heal 10% health from blood pools.", 
            "Hits raise attack bonus by 12%. Steps lower attack by 1/2% down to -50%. Can see monsters of equal or lower level.",
            "+10% chance of turning killed enemy into a potion. Potion use has a 10% chance of giving +1 experience per lvl.",
            "Monster kills give 10% damage bonus next hit. Immune to poison and mana burn. Deals 300% damage to next monster after death.", 
            "+100% starting health. 2x health increase each level. Increased sight radius. Attack spells prohibited.", 
            "+25% magical attack. Steals one gold from kill per monster level. +5 starting mana.",
            "Cannot die with full health. Immune to banish and static. Recovers 10% max mana on monster death. Potions 55% less effective.",
            "Monster kills give first strike. +1 experience per killing blow. Survives first killing blow.", 
            "Increased sight radius. Immune to poison and blind. Exploring area around enemy gives +20% doubleHit/dodge.",
            "Attacks with 70%-110% strength. Any spells trashed will raise the upper strength limit by 20% as well as normal spell bonus. " +
            "Exploring around enemies gives first strike. Immune to Blindness.",
            "Starts with EndWall spell. -50% physical damage. -50% physical damage taken." +
            " Immune to poison and mana burn. +2 mana per kill. 10% death gaze. Converts spells into +5% death gaze.", 
            "-50% attack. +20% dodge rate. Attacks poison enemy.",
            "Immune to all ailments. +30% magic attack. No altars.",
            "+25% magical resistance. Collects 4 gold from every blood pool. 50% discount at shops.",
            "No starting stat increases per lvl. Blood pools increase random stats with each lvl.",
            "+100% attack. First Strike. Attack angers enemy increasing its strength by 25%. All enemies cowards.",
            "-16% attack. +8% attack for all discovered alive enemies.",
            "-50% damage. -50% physical and magical damage taken. Can see monsters of equal and lower levels.", 
            "Begins with Heal spell. Killing a magical enemy restores 50% health. -25% magical damage taken.", 
            "-50% physical and magical attack. 50% store discount. 4x ending bonus score.",
            "+2 health per level. Health potions heal 100%. Deals 200% damage to undead.",
            "Begins with the Affinity spell. Has a small chance to summon extra special shops...",
            "All enemies gain a level. All enemies gain a life. +2 stores. All stores free. 8x ending bonus.",
            "Manaspark uses half mana. +5 mana per level. Mana potions restore 100%.",
            "+3 health per level. +50% physical/magical resistance. Immune to all ailments. Potions do not restore health/mana. Potions give 5 gold per level. " +
            "All attacks require 1 gold.",
            "First Strike. +10% double hit rate. +10% dodge rate. +50% damage. -5 health per level.", 
            "+5 Health for each living enemy on map. Health does not increase with level. +2 mana increase per level. Immune to poison.",
            "Begins with totem enchantment. Totems also add +2 health/mana. +25% attack vs. living enemies. -25% attack vs. undead.",
            "Heals 1.5 health per 1 mana used. +5 mana. Does 1 magic damage per level when hit.", 
            "No starting attack or mana. No attack or mana increase with levelup. Mana items converted to health items. " +
            "+1 Attack each time enemy is hit by player.",
            "Every physical attack adds 2.5x current gold to damage. Drains 1/2 gold every physical attack. +20 gold each enemy death. " +
            "Immune to Poison, Weakness, Blind, and Amnesia",
            "Adds difference between mana and health to attack. -5 health Increase per lvl. +5 mana Increase per lvl.",
            "+80% magic damage. 10% magic damage returned as mana. Spells use 8% of max health down to 1 health.",
            "+50% damage against monsters of same level. 33% more items on map. All potions restore health and mana.",
            "Map has 6 extra shops. 20% discount at stops. Steals one gold from kill per monster level.", 
            "Begins with EndWall spell. Gains 2 health per lvl for wall destruction. EndWall costs 1 mana. No health regen. Banish Immune.", 
            "Every physical attack adds 1.5x current mana to damage. Drains 1/2 mana every physical attack. Immune to Static, Mana Burn, and Banish",
            "7 damage per level. -1 health/mana per tile explored. First strike. Immune to poison and blind." +
            " 10% health from blood pools. 5% life steal. +5% life steal for converted spells.", 
            "Begins with KillProtect spell. +75% damage when health below 25%. Drinking mana potions give next hit 30% damage.", 
            "+300% starting health. Potions 100% effective. No regen.",
            "Can see all spell locations. -1 mana cost to use spells. -30% physical damage. +30% magical damage."
            
    };
	
	
	public String[] raceDescriptions = {
            "Convert spell into +10 health",
            "Convert spell into +1 health potion",
            "Convert spell into +10 mana",
            "Convert spell into +1 mana potion",
            "Convert spell into +10% attack",
            "Convert spell into +10 gold",
            "Convert spell into +5 experience",
            "Convert spell into +5% double Hit",
            "Convert spell into +5 base attack"
	 };
	
	public String[] raceStrings = {
            "Dwarf",
            "Gargoyle",
            "Elf",
            "Pixie",
            "Human",
            "Gremlin",
            "Halfling",
            "Centaur",
            "Troll"
            
    };
	
	public int[] raceUnlockLevels = {
            0,
            0,
            0,
            0,
            2,
            4,
            6,
            8,
            10
            
    };
    
	public String[] levelStrings = {
			"Tutorial Level", //0
			"Forest", //1
            "Desert", //2
            "Dungeon",//3
            "Factory",//4
            "Library",//5
            "Marsh",  //6
            "The Pit",//7
            "Temple", //8
            "Crypt",  //9
            "Palace", //10
            "Gateway",//11
            "Tower",  //12
            "Cloud City",//13
            "Inferno",//14
            "Gauntlet"
            
    };
	
	public String[] levelTaunts = {
			"Please don't hurt me",
			"We steal from the rich and kill the weak!",
            "Deserts are more fun with you dead!",
            "I sentence you to life without the possibility of escape!",
            "This factory only manufactures death. It is about time I gave you a free sample!",
            "It is hard to write a sonnet and stab somebody at the same time.",
            "I would like to let you live, but I'm just too swamped right now.",
            "Snakepit",
            "Temple",
            "Crypt",
            "Palace",
            "Gateway",
            "Tower",
            "Cloud City",
            "Inferno",
            "Gauntlet"
            
    };
	
	
	public String[] helpTopics = {
			"Upgrades",
			"Classes",
            "Enemies",
            "Spells",
            "Gods",
            "Modifiers",
            "Levels",
            "Credits"
            
    };
	
	public int[] helpImages = {
			R.drawable.icon_upgrades,
			R.drawable.icon_classes,
			R.drawable.icon_enemy,
			R.drawable.icon_spells,
			R.drawable.icon_gods,
			R.drawable.icon_modifiers,
			R.drawable.icon_levels,
			R.drawable.icon_credits
	};
	
	public String[] levelDescriptions = {
			"Learn How To Play Pocket Quest! \n(Difficulty " + (levelDifficulty[0]*10)+ "%)",
			"Monsters: " + enemyStrings[levelMonsters[1][0]] + "s, " + enemyStrings[levelMonsters[1][1]] + "s, " + enemyStrings[levelMonsters[1][2]] + "s, " + enemyStrings[levelMonsters[1][3]] +"s\n(Difficulty " + (levelDifficulty[1]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[2][0]] + "s, " + enemyStrings[levelMonsters[2][1]] + "s, " + enemyStrings[levelMonsters[2][2]] + "s, " + enemyStrings[levelMonsters[2][3]] +"s\n(Difficulty " + (levelDifficulty[2]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[3][0]] + "s, " + enemyStrings[levelMonsters[3][1]] + "s, " + enemyStrings[levelMonsters[3][2]] + "s, " + enemyStrings[levelMonsters[3][3]] +"s\n(Difficulty " + (levelDifficulty[3]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[4][0]] + "s, " + enemyStrings[levelMonsters[4][1]] + "s, " + enemyStrings[levelMonsters[4][2]] + "s, " + enemyStrings[levelMonsters[4][3]] +"s\n(Difficulty " + (levelDifficulty[4]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[5][0]] + "s, " + enemyStrings[levelMonsters[5][1]] + "s, " + enemyStrings[levelMonsters[5][2]] + "s, " + enemyStrings[levelMonsters[5][3]] +"s\n(Difficulty " + (levelDifficulty[5]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[6][0]] + "s, " + enemyStrings[levelMonsters[6][1]] + "s, " + enemyStrings[levelMonsters[6][2]] + "s, " + enemyStrings[levelMonsters[6][3]] +"s\n(Difficulty " + (levelDifficulty[6]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[7][0]] + "s, " + enemyStrings[levelMonsters[7][1]] + "s, " + enemyStrings[levelMonsters[7][2]] + "s, " + enemyStrings[levelMonsters[7][3]] +"s\n(Difficulty " + (levelDifficulty[7]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[8][0]] + "s, " + enemyStrings[levelMonsters[8][1]] + "s, " + enemyStrings[levelMonsters[8][2]] + "s, " + enemyStrings[levelMonsters[8][3]] +"s\n(Difficulty " + (levelDifficulty[8]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[9][0]] + "s, " + enemyStrings[levelMonsters[9][1]] + "s, " + enemyStrings[levelMonsters[9][2]] + "s, " + enemyStrings[levelMonsters[9][3]] +"s\n(Difficulty " + (levelDifficulty[9]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[10][0]] + "s, " + enemyStrings[levelMonsters[10][1]] + "s, " + enemyStrings[levelMonsters[10][2]] + "s, " + enemyStrings[levelMonsters[10][3]] +"s\n(Difficulty " + (levelDifficulty[10]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[11][0]] + "s, " + enemyStrings[levelMonsters[11][1]] + "s, " + enemyStrings[levelMonsters[11][2]] + "s, " + enemyStrings[levelMonsters[11][3]] +"s\n(Difficulty " + (levelDifficulty[11]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[12][0]] + "s, " + enemyStrings[levelMonsters[12][1]] + "s, " + enemyStrings[levelMonsters[12][2]] + "s, " + enemyStrings[levelMonsters[12][3]] +"s\n(Difficulty " + (levelDifficulty[12]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[13][0]] + "s, " + enemyStrings[levelMonsters[13][1]] + "s, " + enemyStrings[levelMonsters[13][2]] + "s, " + enemyStrings[levelMonsters[13][3]] +"s\n(Difficulty " + (levelDifficulty[13]*10) +"%)",
			"Monsters: " + enemyStrings[levelMonsters[14][0]] + "s, " + enemyStrings[levelMonsters[14][1]] + "s, " + enemyStrings[levelMonsters[14][2]] + "s, " + enemyStrings[levelMonsters[14][3]] +"s\n(Difficulty " + (levelDifficulty[14]*10) +"%)",
			"Just when you thought it was over... Play all the levels. In order. At once. With a random character and class. Completion unlocks the last three classes of the game"
            
    };
	public String[] modStrategies = {
			"Try to contract only when you are about to level up. Don't worry as much about it if you are a physical attacker and don't use magic much.",
            "Try to contract only when you are about to level up. Don't worry as much about it if you are a magic user and possess an attack spell.",
            "Attack physically to avoid wasting mana on this type of enemy.",
            "Magic will do next to nothing against this type of enemy. Use physical attacks, and boost your own strength with magic instead.",
            "Attack with magic to avoid wasting mana on this type of enemy.",
            "Physical attacks will do next to nothing against this type of enemy. Use magic and poison to make sure that the enemy doesn't recover",
            "A slight inconvenience when contracted. Makes your magic slightly weaker",
            "Annoying especially when your health is low. Be careful with first strike, as having both can give your hero a 10% chance to fail the first strike and die.",
            "A slight inconvenience unless you are pitted against enemies with large amounts of health.",
            "Poison enemies when your health is low and you need to uncover shroud to avoid dying.",
            "Pick a class/god that will most benefit you depending on how many magic users are present in the level.",
            "Pick a class/god that will most benefit you depending on how many undead are present in the level.",
            "Great way to protect yourself from making mistakes, or dying on purpose to get class and god benefits.",
            "Useful at avoiding damage if an enemy is close to dying.",
            "Attack with magic. If you have to hit them, wait until it is a gauranteed kill.",
            "Never physically attack an enemy with banish at the beginning of a dungeon. They can easily send you to a far corner of the dungeon where you will probably die.",
            "Try to only attack enemies with static right before you level up. Attacking carelessly with the static ailment can easily cause your death."
};
public String[] classStrategies = {
			
		"Try to find a god to worship as soon as possible to maximize this character's effectiveness. Try to focus on gods who increase" +
		" your spell power as this character does less physical damage than other characters.",
		"The Alien works best by attacking stronger enemies and then teleporting them out of the way until later. Try attacking enemies that" +
		" you would have to teleport anyways to uncover deeper portions of the dungeon.",
		"A very good all-around character with the added effect of regenerating lives from blood pools. Try to save as many blood pools as you can until " +
		"the final boss to give yourself an advantage where it counts.",
        "Use the poison spell to your advantage when fighting with this class by attacking enemies and then poisoning them before they can regenerate. Save lower level" +
        "enemies and shroud for when you really need them towards the end of the dungeon.", 
        "Use the grumpkin spell to quickly level up your character to level 10. After that, totems can be used to increase your attack for the final boss.",
        "Use mainly in dungeons that have a high ratio of magic users. Try to stay away from using magic excessively due to its increased cost.", 
        "Probably one of the only classes with a strategy involving the summon spell. Attack weaker monsters after you summon monsters at your level around you, effectively taking out multiple " +
        "enemies at once.",
        "Make sure to use the elf race whenever this class is chosen. A clever combination of the blood and heal spells can render this character almost invincible.", 
        "Just keep attacking. As there is no limit to how much attack power this character can gain, the boxer has the ability to become one of the best players" +
        " in the game if used correctly.",
        "A very good all-around character. Since all benefits are based on chance, a normal dungeon crawling strategy is recommended. Try to avoid choosing a race" +
        " that already generates potions when spells are destroyed, since potions are granted automatically.",
        "Chain kills so that your bonus can keep rising. Remember that by dying with an extra life, this character receives +300% attack as well as his normal chain bonus.", 
        "Try to not let your increased sight radius come into play too early in the game as you may run out of shroud towards the end. Don't worry about the " +
        "lack of attack spells. This class's increased health more than compensates for the deficiency.", 
        "A good all-around character specializing in magic. Try acquiring the klondike spell early.",
        "This character's strategy revolves around maintaining full health when attacking. Keeping your max HP as low as possible to make up for the reduced potion " +
        "effectiveness is a great way to maximize this hero's abilities. If there were some way to reduce his max health to 1, he would be invincible...",
        "Finding the grumpkin spell will quickly max out this character's stats. After you reach level 10, the level boss(es) should be relatively easy to find and defeat.", 
        "There is a reason that this character is one of the last classes to unlock. Be careful with how you use him though, as the increased sight radius may" +
        " remove the dungeon shroud too quickly.",
        "This character has a build entirely based on luck, so be careful to not overestimate his strength. Use the human race to raise his lower bound attack " +
        "while simultaneously increasing his upper range. A gauranteed first strike is also useful for those who don't like to gamble.",
        "Great on levels with many enemies with high health. Not as great on levels with many enemies that have the weakness ailment or high attack. Be careful that" +
        " you don't box yourself into the dungeon by turning too many enemies into stone.", 
        "A hit and run strategy is recommended with this class. Try to increase the character's resistance/attack to make up for his low attack.",
        "A great all-around character. The lack of altars may put him at a disadvantage in some dungeons. Particularily useful in the later levels when most monsters fight with " +
        "status ailments.",
        "Useful if there are no totem or grumpkin spells on the ground. Try to increase your gold production by as much as possible with shops and level upgrades.",
        "Attack enemies at your own level in order to acquire as many blood pools as possible before leveling up. Feel free to use potions in the beginning of the" +
        " game to overshadow this classes deficiencies as the lich becomes very powerful by the time you reach the dungeon boss.",
        "A challenging class to play with. Make sure that you have enough attack power to defeat an enemy on the first try, or risk a huge increase in attack as you try " +
        "to find the enemy again. Choose the troll or human races. Try to find a god that dislikes you being hit or dodging attacks.",
        "Extremely powerful class if the grumpkin spell is found. Try to attack as high a level as possible at the start to leave lesser enemies alive while gaining the " +
        "experience bonus from more seasoned enemies.",
        "Concentrate on health or attack with this character. A Totem spell with the dwarf race should maximize this class's potential.", 
        "A power class used in a magic users dungeon. An average class against non-magic enemies.", 
        "Used mostly for bragging rights than anything else. Quickly level up your dungeons when the current level is a bit too tough.",
        "Pick the human class and find the First Strike spell as soon as possible to be at an advantage against undead foes. A human or gargoyle race is recommended.",
        "Invest in health or mana to make sure that the affinity spell can be used on as many blood pools as possible. Something special might happen when used enough" +
        " at higher levels",
        "A great class for experts in need of a challenge. Every level will have 3 more bosses and no level 1 enemies...",
        "Pick the elf or pixie races. Try to find shops that increase your shroud regeneration so that your MP potions don't have to be used until the end.",
        "A very powerful class. Find the Klondike spell and save your potions until your character is a high enough level to maximize their returns. Remember that " +
        "your potions don't restore health/mana, so shroud should be used in the most conservative way possible.",
        "Choose the human race to build your attack as high as possible. Make sure that your first strike is effectively used. Be very careful on levels with " +
        "enemies that also have first strike.", 
        "Extremely powerful class if the grumpkin spell is found. Try to attack as high a level as possible at the start to leave lesser enemies alive while gaining the " +
        "experience bonus from more seasoned enemies.",
        "Look at the enemy descriptions for the level before using this character due to his poor performance against undead foes. If you have to go against the undead " +
        "make sure that you finish them off with an attack in order to build the most totems possible.",
        "Attack enemies until your health is almost gone. Use any magic to bring your health back up. Repeat. Choose the pixie or elf races. Find Mana Spark spell.", 
        "Only use on levels with many enemies with large amounts of health. The banning of all spells makes the gargoyle or dwarf races a must.",
        "Choose the elf race to try to raise your mana as much as possible. Finding first strike and any attack spell should make the dungeon relatively easy.",
        "Invest in the human race to make sure that you can get as much power out of your first attack as possible. Find first strike spell",
        "Make sure that you don't lose your health too quickly by unnesessarily casting spells. Try not to use the blood spell as the heal and convert spells are" +
        " both reduced in efectiveness.",
        "Choose the dwarf or elf classes for this class as all potions heal 100%. Try fighting the more difficult enemies when your class's level is" +
        " equal to theirs to enjoy the attack bonus.",
        "This class becomes more and more convenient once the value of dungeon gold is increased and shops start selling more valueable items. " +
        "Try to find the Klondike or Converter spells early in the game as they play to this characters strengths.",
        "A very tricky class, as both shroud and walls both need to be used conservatively in order to make it to the end of the dungeon. Find the blood spell to speed " +
        "up your mana regeneration as your health doesn't regenerate anyways.", 
        "Choose the elf race to make sure that your first attack is as powerful as possible. Finding a blood or first strike spell will make make you extremely powerful",
        "The Vampire is like a very confusing rogue. Try to take out all of the shroud at lower levels so that you are not hindered when you level up. This character " +
        "can be powerful if his first strike and health stealing abilities are used correctly.", 
        "Try to keep this character's health as low as possible to utilize his attack bonus. Using the elf or human races is recommended.", 
        "Choose the gargoyle race with this class as potions are a necessity without shroud regen. Don't worry about levels with lots of poison and mana burn" +
        " enemies as they won't make any difference.",
        "You should have an easy enough time fighting enemies once you find the fireball spell. Be careful on levels with multiple magic resistant" +
        " enemies as the Wizard is not as skilled when he runs out of mana."
            
    };
	
public String[] enemyStrategies = {
        "Hit it with magic." /*0*/,
        "Any attack will work." /*1*/,
        "Hit it with magic, then physical/poison." /*2*/,
        "Hit it with magic." /*3*/,
        "Hit it with your sword." /*4*/,
        "Hit it with your sword." /*5*/,
        "Hit it with magic." /*6*/,
        "Any attack will work." /*7*/,
        "Hit it with magic. Don't let it run." /*8*/,
        "Hit it with your sword. Alot." /*9*/,
        "Hit it with magic." /*10*/,
        "Any attack will work." /*11*/,
        "Hit it with magic." /*12*/,
        "Hit it with magic." /*13*/,
        "Hit it with your sword." /*14*/,
        "Hit it with your sword." /*15*/,
        "Magic recommended, though you will probably run out." /*16*/,
        "Slap it." /*17*/,
        "Hit it with magic. Don't let it hit you back.",
        "Hit it with magic.",
        "Any attack will work.",
        "Hit it with magic. Don't let it run.",
        "Hit it with your sword.",
        "Hit it with magic.",
        "Hit it with magic.",
        "Hit it with your sword.",
        "Hit it with your sword.",
        "Hit it with magic. Don't let it run.",
        "Hit it with your sword.",
        "Hit it with magic. Physical on last life.",
        
        
};

public String[] helpfulTips = {
		"Be careful. The number of bosses increases with the difficulty of the level. ",
		"Try attacking poison and mana burn enemies at the end of a turn to avoid having to use a mana or health potion. ",
		"Something special may be unlocked when every class finishes every level. ",
		"Don't forget to take breaks. Pocket Quest may be intense for small children. ",
		"Don't be too quick to spend gold at shops. It can also be used to increase magical attacks or heal your character. ",
		"Blood pools can be used for a variety of reasons, such as increasing stats and summoning familiars. ",
		"Stuck on a difficult level? Try leveling up your shops and altars by gaining experience on easier levels first. ",
		"You probably aren't even reading this anyways. ",
		"Did you know that you can even design your own class? I wonder how one would unlock this feature... ",
		"Choose races that compliment your class. The wizard class, for example, is boosted considerably by the elf race. "
		
};
public String[] helpfulTips2 = {
		"As the game progresses, shops will start to sell more powerful items at greater prices. ",
		"Use the [Player Info] button on the home screen to read about the classes and enemies that you have already discovered. ",
		"Don't quit the game just because you are about to lose. Going out with a bang will net you some experience points for future games. ",
		"Don't forget about altars. As the levels get harder they will become an integral part of the game. ",
		"A strange game. The only winning move is not to play... ",
		"Sometimes it may be better to keep an extra spell on the ground to maximize your spell destruction bonus at a later level. ",
		"Don't forget to rate the game in the android market place to let us know how we are doing. ",
		"Warning: It may be unsafe to play Pocket Quest while driving or operating heavy machinery. ",
		"Stores can be expensive. Sometimes it may be more beneficial to save your gold for the Klondike or Converter spells instead. ",
		"Try to pick races that compliment your characters abilities, such as the dwarf race for fighting classes. "
};
public String[] helpfulTips3 = {
		"Don't know what you are doing? Pick the tutorial level on the far left side of the level bar to get a grasp of the basics. ",
		"Some classes are better against certain enemies than other classes. Be sure to try them all out. ",
		"Try to choose a god that matches your classes playing style. ",
		"Confused about what to do or how something works? Check out the playerinfo section off the main menu. ",
		"This game is alot like your mom... I don't remember where I was going with that, but the punchline was hilarious. ",
		"There are alot of classes, spells, races, and levels to unlock, so keep playing! ",
		"Many small animals were intentionallly tickled forcefully in the making of this game. ",
		"Warning: It may be unsafe to play Pocket Quest while driving or operating heavy machinery. ",
		"There are 50 classes currently coded into this game. Have you unlocked them all? ",
		"Suggestions on making the game better? Email me at mauvemoonman@gmail.com. If I like it, I will add your likeness to the credits in future releases. "
};
public String[] levelStrategies = {
		"Just follow the instructions. You will be fine",
		"Enemies in the forest focus on hitting first, killing the player quickly. Make sure to choose the dwarf race to avoid 1-hit KOs.",
        "The desert is primarily populated with poisonous enemies. Try to attack them before leveling up to avoid any lasting effects.",
        "Undead stalk the dungeon stage. They may try to weaken you as you attack.",
        "Enemies in the factory will focus on blind and mana burn to try and defeat you. Look for enemies with one common ailment to avoid handicapping yourself unnecessarily.",
        "The magical enemies in the library look down on champions who try to attack them physically. Try to first strike them as much as possible.",
        "Enemies of the marsh will try to wear you down with high health and weakness inflictions. Find a heal or might spell before taking any unnecessary risks.",
        "Occupants of the pit will try to inflict weakness and amnesia whenever possible. Pick the dwarf race to counter-balance their high attack.",
        "Monster have spend many years in the temple building up resistances to any hero's magical or physical attacks. Get ready for long drawn-out fights.",
        "The booby-trapped crypt relies on poison and enemies with multiple lives to defeat any incoming hero.",
        "The palace court features enemies that specialize in disorienting a champion. Foes will run away to heal as well as banish the player whenever possible.",
        "Don't try to take on the gateway with a magic user. All the enemies here have a combination of mana burn, magic resist, and static.",
        "Physical Attacking heros will be at a disadvantage on the tower. The enemies here specialize in poison, blind, and physical resist.",
        "The cloud city gaurd is a formidable opponent. Their strategy depends on weakening you before you are banished to the other side of the map. Be wary of their high attack.",
        "Avoid contracting static at all costs. Being banished can often lose this dungeon for you as well",
        "Experiment with all of the classes first to figure out their strengths and weaknesses. Remember that you can restart scenarios as many times as you like as long as you don't quit or lose. Good luck."
        
};

public int[] convertedGlyphImages;
public String[] convertedGlyphNames;
public String[] convertedGlyphDescriptions;
public String[] convertedGlyphStrategies;

ClassDrawingHolder(){
	convertedGlyphImages = new int[glyphImages.length-1];
	convertedGlyphNames = new String[glyphStrings.length-1];
	convertedGlyphDescriptions = new String[glyphDescriptions.length-1];
	convertedGlyphStrategies = new String[glyphStrategies.length-1];
	int k = 0;
	for(int i = 0; i < glyphImages.length; i++){
		convertedGlyphImages[k] = glyphImages[i];
		convertedGlyphNames[k] = glyphStrings[i];
		convertedGlyphDescriptions[k] = glyphDescriptions[i];
		convertedGlyphStrategies[k] = glyphStrategies[i];
		if(i!=2){
			k++;
		}
	}
	iconArray = new ClassStringandPictureHolder();
	compileRewardStrings();
}

public ClassStringandPictureHolder getiArray(){
	return iconArray;
}

public void compileRewardStrings(){
	int i;
	for(i = 0; i < itemSuffixes.length;i++){
		iconArray.addPicture(itemSuffixes[i],shopImages[i],techItemDescriptions[i]);
	}
	for(int j = 0; j < techSuffixes.length;j++){
		iconArray.addPicture(techSuffixes[j],shopImages[i+j],techItemDescriptions[i+j]);
	}
	for(int j = 0; j < classStrings.length;j++){
		iconArray.addPicture(classStrings[j],classImages[j], classDescriptions[j]);
	}
	for(int j = 0; j < levelStrings.length;j++){
		iconArray.addPicture(levelStrings[j],levelImages[j],levelDescriptions[j]);
	}
	for(int j = 0; j < raceStrings.length;j++){
		iconArray.addPicture(raceStrings[j],raceImages[j],raceDescriptions[j]);
	}
	for(int j = 0; j < glyphStrings.length;j++){
		iconArray.addPicture(glyphStrings[j],glyphImages[j],glyphDescriptions[j]);
	}
}

public int[] getGlyphImages(){
	return convertedGlyphImages;
}


public boolean glyphUnlocked (int glyph,int level){
	switch(glyph){
		case 0: return level >= 7;//R.drawable.glyph_blood,
		case 1: return level >= 9;//R.drawable.glyph_converter,
		case 2: return level >= 0;//R.drawable.glyph_empty,
		case 3: return level >= 0;//R.drawable.glyph_endwall,
		case 4: return level >= 0;//R.drawable.glyph_fireball,
		case 5: return level >= 0;//R.drawable.glyph_firststrike,
		case 6: return level >= 8;//R.drawable.glyph_grumpkin,
		case 7: return level >= 0;//R.drawable.glyph_heal,
		case 8: return level >= 6;//R.drawable.glyph_killprotect,
		case 9: return level >= -1;//R.drawable.glyph_might,
		case 10: return level >= 1;//R.drawable.glyph_petrify,
		case 11: return level >= 2;//R.drawable.glyph_poison,
		case 12: return level >= -1;//R.drawable.glyph_reveal,
		case 13: return level >= -1;//R.drawable.glyph_summon,
		case 14: return level >= 3;//R.drawable.glyph_telemonster,
		case 15: return level >= 4;//R.drawable.glyph_teleself,
		case 16: return level >= 12;//R.drawable.glyph_totem,
		case 17: return level >= 10;//R.drawable.glyph_klondike,
		case 18: return level >= 11;//R.drawable.glyph_nexus
		case 19: return level >= 13;//R.drawable.glyph_affinity
		default: return true;
	}
}

public int[] glyphUnlockLevels = {
7,//Blood
9,//R.drawable.glyph_converter,
0,//R.drawable.glyph_empty,
0,//R.drawable.glyph_endwall,
0,//R.drawable.glyph_fireball,
0,//R.drawable.glyph_firststrike,
8,//R.drawable.glyph_grumpkin,
0,//R.drawable.glyph_heal,
6,//R.drawable.glyph_killprotect,
0,//R.drawable.glyph_might,
1,//R.drawable.glyph_petrify,
2,//R.drawable.glyph_poison,
0,//R.drawable.glyph_reveal,
0,//R.drawable.glyph_summon,
3,//R.drawable.glyph_telemonster,
4,//R.drawable.glyph_teleself,
12,//R.drawable.glyph_totem,
10,//R.drawable.glyph_klondike,
11,//R.drawable.glyph_nexus
13//R.drawable.glyph_affinity
};

public String levelWelcome(int level, String playerClass){
	switch(level){
		case 0:return "The purpose of the game is to find and slay all level 10 monsters in each dungeon." +
            		" Be careful though. You may need to level up you character a bit before you are ready to take them on. " +
            		"Tap anywhere to begin.";
			//"Tutorial Level",
		case 1:return "The " + playerClass + " was walking with his friends,\n who played among the gnomes.\n When out of nowhere monsters came,\n" +
				" and took them from their homes!";
			//"Forest",
		case 2:return "The  " + playerClass + " chased the bandit king,\n across the magic land.\n And surprised the leader and his men,\n asleep amongst the sand.";   
			//"Desert",
		case 3:return "The " + playerClass + " was captured\n as the demon king was downed.\n And thrown into a dungeon\n stationed deeper underground.";    
			//"Dungeon",
		case 4:return "Forsooth! The " + playerClass+ " had escaped,\n out of the dungeon's lair.\n But stumbled into a factory,\n halfway up the stair.";    
			//"Factory",
		case 5:return "The " + playerClass + " shut down the machines,\n and rescued all the gnomes.\n  When magic users sprouted up,\n amonst the dusty tomes.";
            //"Library",
		case 6:return "On the outskirts of the town,\n the " + playerClass + " was apt to go.\n The demon city lay ahead,\n across the dark plateau.";
            //"Marsh",
		case 7:return "The " + playerClass + " snuck into the moat,\n surrounding the town's size.\n A pit of ghouls was found instead,\n a most unwelcome prize.";
            //"Snakepit",
		case 8:return "The "+ playerClass + " climbed out of the pit,\n and wandered to the city.\n A temple stood about the center,\n looking mighty pretty.";
            //"Temple",
		case 9:return "The "+ playerClass + " traveled to the depths,\n of the temples core.\n There was found a trove of dead,\n gaurding a dark door.";
            //"Crypt",
		case 10:return "The "+ playerClass + " walked out of the door,\n and found his face aghast.\n The door had lead him to the palace,\n where the infernal had amassed.";
            //"Palace",
		case 11:return "The "+ playerClass + " slew the undead king\n and out of nowhere came,\n a portal to another world\n a dark voice and dark name.";
            //"Gateway",
		case 12:return "The "+ playerClass + " climbed into the muck,\n and ended up inside.\n A horde of monsters filtered in,\n the hero naught to hide.";
            //"Tower",
		case 13:return "The tower lead into a city,\n high above the clouds.\n The " + playerClass + " sees his friends tied up,\n amonst the demon crowds.";
            //"Cloud City",
		case 14:return "'This is it!'\n The " + playerClass + " says as the charge begins.\n One final stage to save world,\n the demon leader grins...";
            //"Inferno"
		default:return "";
	}
            

}

	}

